Who Should've Been a Companion?

Ophiuchus

It Wandered In From the Wastes
If you could choose any vanilla NV NPC to be a companion, who would it be? How would s/he be acquired and what bonuses/penalties would s/he carry?

Here's my list:

Vulpes Inculta

There needs to be a Legion companion and Vulpes is arguably one of the most recognizable members. After completing his quests, he tags along to verify your loyalty to Caesar. Unlike Boone, Vulpes doesn't attack NCR-checked NPCs (he is a spy, after all) and the NCR are not hostile to him so long as he's not equipped with CL armor. He will allow the Courier to complete quests that do not directly harm the Legion, but should this happen, he will leave the Courier permanently and return to Fort Hill.

Weapons: Machete Gladius and Silenced 10mm.

Vulpes could provide the Courier with bonuses to Speech and/or Barter when dealing with NCR-aligned NPCs, a bonus to Sneak, or a bonus when using bladed melee weapons.

Jules

While Arcade meshes well with an Independent Vegas, he doesn't exactly embody the "live off the land" ideals that a lot of Independent-inclined NPCs follow. Jules would be a perfect match for a Courier that is rugged and doesn't like to answer to outside authority. Acquiring Jules requires completing his Guns and Survival checks and Crandon's Someone to Watch Over Me quest. Additionally, if the Courier is aligned with NCR, CL, or House, a Speech check is needed to convince Jules the Courier is merely spying on the aforementioned factions--he will leave before Kimball arrives if The Courier is not independent. If the Courier sides with Yes Man and Beware the Wrath of Caesar! and Don't Tread on the Bear! are already completed, this Speech check is unnecessary.

Weapons: Combat Knife and .44 Magnum.

Jules's perks could be:
Waste Not, Want Not: Components needed to craft ammo are reduced by a small amount.
One with The Land: Provides a bonus to Survival and movement speed while in a Wasteland cell.

Melissa Lewis

(Note: PC users can enjoy Melissa as a companion by downloading a mod from Nexus)

New Vegas desperately needs more "rugged" companions, and like Jules, Melissa would fit in well. She could be acquired after completing her personal quest and obviously would not join a Courier who has a low reputation with the Great Khans. Melissa would also hold reservations with joining the Courier if Boone is a part of his/her team; a Speech check could convince her otherwise.

Weapons: Machete, Trail Carbine

Melissa's perks could modify the Courier's chems, grant resistance to poison (already in the Nexus mod), add a bonus against mutated animals and insects, or bestow a greater chance to receive consumables from dead animals and insects.

Red Lucy

Red Lucy has one of NV's most interesting philosophies and she would make a great companion to a like-minded Courier. Acquiring Red Lucy would involve completing Bleed Me Dry, followed by a Speech or SPECIAL check that convinces her the Mojave is the greatest "Thorn" of all. Lucy is completely neutral in regard to the Courier's karma and reputation, as she understands that all roads lead to death.

Weapons: Machete, Hunting Rifle

Red Lucy's perks:
Bloodletting: Whenever the Courier receives damage from a non-poison source, his/her poison level decreases.
Taste the Blood: The Courier receives additional health from raw meat.

Sunny Smiles

(Like Melissa, also a companion mod on the Nexus)

Sunny Smiles can be convinced to join the Courier after completing Ghost Town Gunfight. Like Cass, she is good-aligned and refuses to travel with an evil Courier.

Weapons: Knife, Varmint Rifle (as she can be acquired very early on)

Sunny's perk is Cheyenne. Cheyenne can carry a small amount of items and is not flagged as necessary in hardcore mode.

Harland

The ghoul found in the REPCONN basement, Harland can be recruited if the Courier rescues him. After completing Come Fly with Me, he will appear in Novac waiting for adventure. If the Courier chose to destroy the Bright Brotherhood's rockets, Harland will refuse to join and will possibly become hostile unless the Courier successfully passes a <Lie> SPEECH check.

Weapons: Combat Knife, Hunting Rifle

Harland's perk enables the Courier to bypass all forms of traps. Additionally, the Courier receives additional trap components when a trap is disarmed.

Roboscorpion

After completing OWB (peaceful or otherwise), the Courier can return to the Forbidden Zone dome and find schematics to either build or fix a Roboscorpion. Like Rex and ED-E, the Roboscorpion occupies a non-human slot and doesn't care about karma or affiliation.

Weapons: Pincers, Blaster Tail

The Roboscorpion is a strong companion with high DT, so it does not directly grant the Courier additional bonuses. Its melee attack has a chance to knock down an enemy and its blaster deals bonus EMP damage versus robots and power armor.

Hologram

Acquired after completing Dead Money, the Hologram counts as a non-human companion. Like the Roboscorpion, it doesn't give the Courier any perks, but is powerful: it cannot take damage, but isn't as strong as the holograms found in the casino. Unlike other companions, however, it has to be "summoned" via an item and has a fixed duration. Summoning a Hologram requires "reagents" such as fission batteries.


God, I wish I was patient enough to learn the GECK...
 
Ophiuchus said:
If you could choose any vanilla NV NPC to be a companion, who would it be? How would s/he be acquired and what bonuses/penalties would s/he carry?

Here's my list:

Vulpes Inculta

There needs to be a Legion companion and Vulpes is arguably one of the most recognizable members. After completing his quests, he tags along to verify your loyalty to Caesar. Unlike Boone, Vulpes doesn't attack NCR-checked NPCs (he is a spy, after all) and the NCR are not hostile to him so long as he's not equipped with CL armor. He will allow the Courier to complete quests that do not directly harm the Legion, but should this happen, he will leave the Courier permanently and return to Fort Hill.

Weapons: Machete Gladius and Silenced 10mm.

Vulpes could provide the Courier with bonuses to Speech and/or Barter when dealing with NCR-aligned NPCs, a bonus to Sneak, or a bonus when using bladed melee weapons.

This I actually liked the most, good reasoning and it would make sense I think. It's a shame everything must be Voice Overed, so dialoges added via Mods feel bleak when there is no voice/a different voice.
 
Victor

A companion loyal to House would be a really nice touch in parts of the game other than just the battle at the dam.

You'd get him through a speech check with House saying something along the lines that you've grown fond of Victor as a protector (As he'll do sometimes early in the game.)

He'd grow weaker the farther from the strip you took him and leave if you betrayed House. (And maybe rejoin you if you do the Yesman quests.)

Weapons: The standard for Securitrons. (upgraded if you've upgraded them)

His perks would be...
Mechanical Wall: +5 DT if he's within melee vats range of you.
And if he's upgraded...
Upgraded Securitron: +20% to explosives.
 
You have to notice that there arent any evil companions in the game. I think that the ending slides for them would be difficult to do so they didnt put any in the game.
 
Marcus
(Companion mod is on the nexus)

After completing all Jacobstown quests, you can use a speech check to convince Marcus to join you.
I was dissapointed when I heard there was a companion in Jacobstown, and all I knew about it at the time was that Marcus was there. I like the idea of a Nightkin companion and all, but if you get Marcus's voice actor back, make him a companion, damn it.

Weapons: Minigun, Sledgehammer (Couldn't think of another heavy melee weapon that wasn't overpowered.)

Perk ideas:

Mutant Anatomy
Gives a damage bonus against Super Mutants and a DT bonus.

Good Ol' Days
Wearing Tribal armor reminds Marcus of his travels with the Chosen One, giving him an increased fire rate with his minigun.
 
Vulpes is definitely a good idea. That said, maybe the leader of Ceasar's Frumentarii has better things to do than follow the Courier around while his master prepares for war?

My own idea for a companion would have been a Super Mutant you found wonded in the Devils' Throat (where you find the Avenger minigun). You would have to either heal (Medicine) pep-talk (Speech, Charisma) or intimidate (Melee, Unarmed, Strength) him to join you, because he is a first-gen and hates humans (and his perk depends on how you recruited him; bonus HP regen for both if you heal, bonus damage if you pep-talk, melee/knockback resistance if you intimidate). His side quests would basically be to find the people who shot him (rings a bell, here?), and the Courier would decide how to deal with them. His quests would reveal the guys who shot him are NCR, making him a believable companion for a Legion playthrouh, but he would also accept working for House or independant. If you refuse to do his quests, or talk to him too rudely, he would also attack you.

As for existing NPCs? I don't really know. Most of them have been covered by Ophiuchus. Maybe Silus if you help to free him? Would be melee-centric and give bonuses to resistance, as he seems like a tough guy.[/b]
 
burningsnow126 said:
You have to notice that there arent any evil companions in the game. I think that the ending slides for them would be difficult to do so they didnt put any in the game.

How would it be difficult? Boone and Cass have ending slides that aren't exactly noble.
 
Logan

He's technically a Crimson Caravan member so if you've already joined with Cass he won't be an option and vice-versa. Requires completing wheel of Fortune and passing a barter check after killing the giant radscorp in the fire station.

Weapons:
Knock Knock, Caravan Shotgun

Perks:
Where Angels fear to Tread - Rad gain rate is halved from all sources
Spoils of War - Logan gains a 10% bonus to damage and DT when his inventory contains at least 100' of non-equipped items. When you speak with a merchant there is a chance that items he carries may be sold.
What's Mine is Mine - Logan will demand payment if you remove items from his inventory, and will attack if you fail to pay up or return them.

Dawes

Gate guard at the NCR correctional Facility, Powder Ganger affiliated.

Acquiring him as a companion requires finishing I fought the Law.

Weapons: .357 revolver, brass knuckles

Perks:
Hit It- Can be asked to set a uniquely powerful powder charge through dialog options 3/day. If he has any mines in his inventory he will automatically drop them as well.
The Only Way to be Sure - gives you a +5% damage bonus with all thrown or launched explosive weapons.
Wanted Man - Adds a chance that you may be attacked by NCR soldiers. If you have good reputation with NCR a speech check will convince them they're mistaken (with much higher difficulty if he is wearing PG-faction armor, including his default)

Canyon Runner

Slaver and scout for Caesar's Legion

Acquiring him requires finishing Left my Heart through the new option to bring Frank Weathers into slavery.

Weapons: Machete Gladius, (Unique Throwing Spears)

Perks:
So Tired... - All his melee attacks (including throwing) carry a venom effect that acts like a (weak) reverse dose of Turbo, slowing all actions by the target slightly and deals major fatigue damage for several seconds. (This recipe is also automatically added to the campfire crafting list when he is first acquired... probably something involving Medicine skill and MedX)
Potent Brew - Venom effects stay on your weapons twice as long (this has no effect on duration of afflictions they cause, however).
Bagged and Tagged - nonessential unconscious NPCs can be fitted with a bomb collar for some caps and xp. On waking they will run to Cottonwood Cove's holding pen and disappear from the game after 1 week.
 
See my name and avatar. He would join the Courier via his unmarked quest if you choose the option of helping him escape McCarran.
 
Cato Hostilius
7_of_Clubs.jpg

The Frumentarii that you met in Arizona Killer, he is a Legion Spy that is such a good spy he can be in the precense of NCR Rangers wearing civilian clothes, his companion Quest could very well be the Arizona Killer quest itself, A Legion member with knowledge of the NCR controlled territories, he would be a more logical companion than the leader of the Frumentarii himself.
He would be able to use any Faction armor.
Probably having him earlier in the Quest, then he runs upt to you as a Disguised Frumentarii and offers his services as an ally of the Legion.

Perk:
CiVillian: Prewar suits /gambler suits/ Wastelander etc works as a Neutral Faction and no Unit can see throguh the disguise.
or
Skin the Snake You can Fabricate Basic Faction Armor with Civilian outfits and Animal Skins.
 
Boxcar

You can found him in Nipton Trade Store. SERIOUSLY, he's the only interesting Powder Ganger character I met in the game. Maybe that have to do with how he was spooked when I spoke to him, lol.

Perk: Gotta be something about explosive and lockpick, since that what these convict best at.
 
Getting Ringo as a companion would be cool. So would Joe Cobb, the opposite side of it. Ringo helps you on your way to Vegas, presumably being NCR oriented and helping you make deals with traveling merchants and other merchants.

Joe Cobb could help you with explosives and locking picking or similar, but would be antagonistic to the NCR but would help you get into the Powder Gangers base and would tag along on your way to Vegas to pay you back and at the same time have a companion quest to do stuff for the powder gangers. Could lead to some violence with the Legionnaires at Nipton if you can't talk it down.
 
Instead of getting Joe Cobb as a companion it would have been cool if by helping him take over Goodsprings, he'd give you something similar to the NCR radio that would allow you to call in some Powder Gangers to help you in a fight. You'd think that helping this guy get control of his own town would have more benefits.

On topic:

Deputy Beagle

After completing "My Kind of Town" and finding out that he retired of course. He doesn't really have much more to live for in Primm, but he might be interested in helping you bring the law to other parts of the Mojave.

Requirements -
Can't have your reputation with the Powder Gangers or Great Khans get too high or he will leave you. Any good reputation with the Powder Gangers would get him to leave you, and an extremely high rep with the Khans will make him leave. Also having your Karma drop incredibly low will make him leave you, like with Cass.

Perks -

Lawbringer - Gives a 15% damage increase against any character with a lot of bad karma.

Wasteland Justice - Adds a 10% increase to the chance of hitting any body part in VATS, so long as the target doesn't have good Karma.
 
Walpknut said:
But Beagle is a whimp, I don't think he would eb companion material.

You're saying that if you were unarmed, tied up by a gang of armed criminals, then told you have to fight your way out of a building filled with twenty or so of those same armed criminals who killed your family you wouldn't be scared?

I think the only companion who wouldn't be scared in that situation (excluding ED-E and Rex of course) is Lily. Also, do all the companions have to be steroid-induced badasses?

Honestly Beagle really screams "early companion". My first game through I thought it would go: Rescue Beagle and have him temporary companion, do his quest and get a new Sheriff, then Beagle joins you as he no longer wants to be responsible for Primm.
 
but right after you save him he just says fuck it and proceeds to quit, and even if you give him the newly aquired Incinerator he gets killed fast and he is pretty much a weasel.
 
Walpknut said:
but right after you save him he just says fuck it and proceeds to quit,

He does that because he dislikes the way whichever sheriff you picked is running things. The guy from NCRCF is too brutal, Primm Slim just sees the law in black and white and can't really understand human reasoning, and the NCR basically puts the place under martial law. He quits in protest to the way they all do things, not to mention that his entire family just got brutally murdered.

and even if you give him the newly aquired Incinerator he gets killed fast

That's because he's just a regular NPC in the vanilla game. All NPC's that early would get killed that easily, as a companion though he'd have massive amounts of health and would be a bit more useful in combat.
 
Ophiuchus said:
burningsnow126 said:
You have to notice that there arent any evil companions in the game. I think that the ending slides for them would be difficult to do so they didnt put any in the game.

How would it be difficult? Boone and Cass have ending slides that aren't exactly noble.

Exactly, because karma is the most dumb thing ever if you've ask me.
Seriously, what sense does it make? The companion don't even know me, how he/she know that I'm "bad" or "good". Reputation makes a lot more sense.

Also Melissa mod is very well done, when you sleep she sits in a couch or whatever is available when you draw your weapon she draw hers (this also affects all other NPCs BTW, wich makes more sense. If somebody draw a weapon in front of you what would be your reaction?). The moddder even created dialogs for her, so she isn't a mute.
The only complain is she suffers sometimes the same behaviour of the Ranger or Tropper you get with NCR radio, after a battle she becomes "stuck" for a moment.

Apart from that, a very good mod. And she's affect by Great Khans reputation and will banter with Cass if you take her to the Mojave Outpost, as well with NCR troops. :cool:
 
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